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Fortport

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  1. Like
    Fortport got a reaction from grammarsalad in Groggy Moodle(sleep quality)   
    This is just a thought I had, and I wanted to discuss it here. To my knowledge, there's no difference between sleeping on a couch, bed, tent, or chair. What if there were drawbacks to sleeping on an uncomfortable object? There could be perks that negate or worsen these effects. Add a pillow to your chair or tent to lessen the chance of this happening, if you've got one. This could tie in as well with insomnia, giving you this moodle when you wake up in the middle of the night.
     
    How you get it, and every stage of grogginess.
    (GROGGY) Slept in a chair, or tent? After a rough night of sleep, you wake up feeling groggy. Your back aches and you're pretty sure there's a crick in your neck. It'll take you a couple of hours before you shrug that off, that or a nice cup of java or tea. Going to have to blink the sleep out of those eyes. Maybe tomorrow you'll rest somewhere softer.
     
    (HEADACHE) Those zombies just won't give you a break. You've got no bed to lay in, and this chair is your only place to rest. This morning, you've got a pounding headache. Too many nights crumpled up against wooden furniture has ruined this morning. It's hard to concentrate on what you're doing, but some painkillers might knock the edge off. (Lasts as long as STAGE1, with a hit to your vision. Similar to being shortsighted and hard of hearing, but not as bad. Acquired through repeated sleep on either a chair or inside a tent.)
     
    (MIGRAINE) How long have you been sleeping like this, a week or two? Your head's in a vice, and all you can do is obsess about your migraine every time it throbs. You need painkillers. Maybe some coffee or tea, too. will dull this horrible sensation pulsating in your skull. Without that, this could go on for hours.  (Just like being shortsighted and also hard of hearing at the same time. If treated with painkillers, will still take an hour to go away. If treated with coffee AND painkillers, the moodle will go away in less than an hour.

    (MISERABLE) Welp, you're the zombie this time around. You've got a migraine, your body is sore, and you can't think of anything other than how horribly you slept. How miserable you are. (This is the most severe part. You can only get this if you don't sleep anywhere halfway decent for more than a week. If migraines are uncommon, this one is rare. You were asking for it, by not heeding the warning. It's like a migraine, but cannot be cured completely. Taking medication and drinking coffee will only regress its severity for an hour or two, back to the headache state. It will disappear the next time you sleep.)
  2. Pie
    Fortport got a reaction from JayM in Groggy Moodle(sleep quality)   
    This is just a thought I had, and I wanted to discuss it here. To my knowledge, there's no difference between sleeping on a couch, bed, tent, or chair. What if there were drawbacks to sleeping on an uncomfortable object? There could be perks that negate or worsen these effects. Add a pillow to your chair or tent to lessen the chance of this happening, if you've got one. This could tie in as well with insomnia, giving you this moodle when you wake up in the middle of the night.
     
    How you get it, and every stage of grogginess.
    (GROGGY) Slept in a chair, or tent? After a rough night of sleep, you wake up feeling groggy. Your back aches and you're pretty sure there's a crick in your neck. It'll take you a couple of hours before you shrug that off, that or a nice cup of java or tea. Going to have to blink the sleep out of those eyes. Maybe tomorrow you'll rest somewhere softer.
     
    (HEADACHE) Those zombies just won't give you a break. You've got no bed to lay in, and this chair is your only place to rest. This morning, you've got a pounding headache. Too many nights crumpled up against wooden furniture has ruined this morning. It's hard to concentrate on what you're doing, but some painkillers might knock the edge off. (Lasts as long as STAGE1, with a hit to your vision. Similar to being shortsighted and hard of hearing, but not as bad. Acquired through repeated sleep on either a chair or inside a tent.)
     
    (MIGRAINE) How long have you been sleeping like this, a week or two? Your head's in a vice, and all you can do is obsess about your migraine every time it throbs. You need painkillers. Maybe some coffee or tea, too. will dull this horrible sensation pulsating in your skull. Without that, this could go on for hours.  (Just like being shortsighted and also hard of hearing at the same time. If treated with painkillers, will still take an hour to go away. If treated with coffee AND painkillers, the moodle will go away in less than an hour.

    (MISERABLE) Welp, you're the zombie this time around. You've got a migraine, your body is sore, and you can't think of anything other than how horribly you slept. How miserable you are. (This is the most severe part. You can only get this if you don't sleep anywhere halfway decent for more than a week. If migraines are uncommon, this one is rare. You were asking for it, by not heeding the warning. It's like a migraine, but cannot be cured completely. Taking medication and drinking coffee will only regress its severity for an hour or two, back to the headache state. It will disappear the next time you sleep.)
  3. Like
    Fortport reacted to Popsalot in Game cleaner   
    Basically I'm proposing something similar to I think what you can do as a MP server admin, which is to have the game auto-clean itself up every so often. Either that or add item decomposition or something. I always find the more stuff on screen and the more clutter the slower it goes after a while. I hate having to constantly pick up all items and stuff them in containers or having to burn bodies or something to clean up the screen. 
  4. Like
    Fortport got a reaction from EnigmaGrey in An additional less aggressive looking sneak. (MP, NPCs)   
    If I were sneaking, I'd bend slightly to reduce the amount of noise I made as I walk. You know, at the knees. Keep my legs apart so that they don't brush together. A creep.

    Nonchalantly walking around doesn't look that sneaky to me. And it wouldn't sound sneaky, either. A zombie could hear you coming, heck, anything would if you weren't even trying. While it's not visually implemented, it will be, and the sneaking that we've got now is placeholder(I hope).

    That's the realistic side of things, though. I think the current posture for sneaking is too conspicuous, but the developers know that. I wouldn't suggest this because it's already being worked on, right? The cover system. Sneaking with a weapon would also be fine, but you'd need good posture to sneak without being flexed constantly. Something fluid and comfortable, but also careful and quiet. You wouldn't want it held out, ready to swing...because it might bump into stuff, and it'd make more noise. Maybe right BEFORE you're actually attacking something.
  5. Like
    Fortport reacted to sniperman1109 in RELEASED: Build 33   
    The rain sound is missing on my game. I can hear it inside the house when it's raining but when I go outside there is no rain sound at all. And the zombies moaning sounds are messed up as well.
  6. Like
    Fortport reacted to ulfstein in RELEASED: Build 33   
    played for a several minutes today.  My only complaint so far is that zombies more than half a screen or so away sound like they are right next to me when they moan. This has made me jump a couple times because I often use hard of hearing and near sighted which means something can attack me from the back with out me knowing it, so everytime i heard the noise I would look behind me to find nothing, or go outside to do a perimeter check only to find out that there weren't any zombies in attacking distance of my house.
  7. Like
    Fortport reacted to Geras in RELEASED: Build 33   
    Please, add more random sandbox settings:
     
    - random zombie migration times (i.e. 8 hours - 1 week)
    - random zombie respawn times (i.e. 12 hours - 1 week)
    - random zombie respawn rate (i.e. 0 - 0.5)
    - random zombies (some are weak some are normal some are tough, some have better hearing and sight, some are nearly blind and deaf, small part of them are sprinters etc.) slider option would be cool.
    - random month/day start
  8. Like
    Fortport got a reaction from Rommert in Doors and windows shaking slightly, when pounded.   
    Just an idea! Sometimes I'm confused in the immediate moment I hear a thump, but this thread's mainly here because I recently noticed the "deaf" trait being discussed. It should be really subtle, so that you have to pay extra attention to notice it.

    I think a deaf person would be more observant, but that's kind of irrelevant. This is just about doors and windows budging slightly when hit by zombies. Heck, windows could even begin to crack as they lose their durability.

    Discuss?
  9. Like
    Fortport reacted to Comrade_Blade in What do YOU do when you are bit?   
    the stupidest/wierdest/most mundane thing I can think of. Last time I sat on the kitchen floor, cut up a watermelon and started eating the slices. I finished bleeding out after 5.
  10. Like
    Fortport reacted to RobertJohnson in RELEASED: Build 31   
    Errrr...
     
    Why would we have a book for 1-2 and then a 2-3 ? the book works for 2 levels...
    1-2, 3-4, 5-6....
     
     
    Gonna look into that job "stuck" on occupation, not sure what you mean tho...
  11. Like
    Fortport reacted to Zorak in RELEASED: Build 31   
    When you create a new character and you pick your job it can "stuck" on some occupations  so you cant diselect it.
  12. Like
    Fortport reacted to archerj2010 in Descriptions For Items   
    I am one who likes more information rather than less. When I started, I didn't know silverware was useable as a weapon...I was used to Skyrim's system of useless, collectible items, and assumed these were only there for looks. I didn't know until this playthrough that paperclips were implemented for fishing. I thought they were an ambiance item. Any sort of mundane description with at least a vague clue about their intent might be good for players - especially novices. 
     
    "Spoons - great for Nutella*, and mediocre for zombie temples!"
    *product placement not likely.
  13. Like
    Fortport reacted to archerj2010 in Alternative Curtains.   
    What about stripping a couple sheets off the bed? In any house, you should find at least the fitted sheet and a regular sheet. I don't know if this should render the bed unusable though. Maybe later if they implement resting bonuses or something for the furniture you sleep on, it might drop your bonus a bit.
     
     
     
    I like the idea of blacking out the windows with trash bags, I'm sure it would work nicely. My question is this: why do I need to rip them? Are we splitting them down the sides to increase the overall area so they cover the whole window?
     
    I think it would be ok to use them 'as issued...' if we get too picky on realism, i fear you'll have to have a hammer and nails to hang the sheets up over the window (as you really should). Then we're all hosed.
  14. Like
    Fortport got a reaction from Dude4Life in Alternative Curtains.   
    Right click sweater, Rip Shirt. Obtain Ripped Cloth x2. Craft four Ripped Cloth (depends on balance, I'll let developers think about it) into one Makeshift Curtain. May require Needle and Thread. Again, up to developers. From Ripped Cloth you can make Ripped Sheets, which is currently in the game already.First idea above. It's for making curtains from clothes. Next one!
     
    Right click Trashbag, Tear Trashbag, obtain Ripped Trashbag. Right click window. Apply Ripped Trashbag as curtainThe reason for this suggestion is to add more of an alternative for looting houses at the very start. That may sound bad on paper, but think about it. If there were zombies around your house, and it's not safe to run out, covering your windows with things you improvised would be very cool.
    It adds useful recipes that I still do not think are overpowered. Discuss!
     
  15. Like
    Fortport reacted to Suomiboi in Traits that tell stories.   
    I think CK2 has a great system to introduce traits and I agree with you that it'd be nice having something similar. But, I'm not with you with all of those suggestions.
     
    1. I think that the players strength, weight and physical fitness should rather be a passive skill that changes with time in a scale rather than a single trait. Sure if the player exceeds the limit of being overweight by those meters, it could be shown as a trait so you could see it in the menu.
     
    2. People don't get less hungry just because they don't eat often. The correlation comes from having less muscle that needs the food. I think that it could work if we'd get a scrawny/feeble trait after not eating enough (with the same principle as above), mainly reducing strength and then adding a small reduction to the amount of food needed. I don't think either the effect from overweight or feeble should match with the hearty appetite or light eater, but it would add just a touch.
     
    3. The scarred visage would be cool.
     
    4. Resilient. Sure. Would imply better immune system. I think you'd need to survive quite a few illnesses (5-10) and without antibiotics or any drugs (if introduced). Or get rid of the Prone to illness trait.
     
    5. I'm not really with you on the bite thing. You can see a bite in the health window and it's not permanent enough to warrant a trait on its own imo.
     
    6. The Iron will sounds like a better solution than the above. (maybe a better name though. sry! )
     
    7. I don't think a trait would fit to a temporary state of mind, even prolonged. Would be better suited as a moodle imo. If it'd be permanent as in you'd go crazy then a trait might work. Then go find your sedatives from the drug store. Ok, maybe if traumatized would be permanent but treatable with pills I could go with that too as a trait. Otherwise a moodle. Should require being in an unstable state of mind for a very long time. And going crazy would come after that.
     
    8. Crippled could be nice if it'd actually be permanent.
     
    I have to say that I'd be interested even with the possibility of becoming blind and/or deaf. I know that deaf trait is coming but it'd be awesome to try out how long you could survive as a blind person. Of course it would require some engine changes to properly simulate the better hearing sense as in a 2D game it'd be impossible to create with sound alone. However the deaf or hard of hearing could be more plausible to get just by shooting a lot with a big caliber gun without hearing protection or having something explode in your vicinity.
     
    Also it could be fun if a bad blow to the head could make you have a concussion or a major head injury leading to drop of learning in all skills. It'd be fun as hell if they could use the text scrambler that's going to be used with the radios etc., to scramble your words in MP or with NPCs if you get bad head trauma or picked a stutterer trait. Could also result in some semi random symptoms.
     
    I think Outdoorsman could also be a "learnable" trait. Just spend weeks or months sleeping only in a tent under the stars to get it.
     
    All in all I think learnable traits could be a fun addition, but they'd have to be well thought out and only achievable by long playing hours and determination (if positive), not so that you'd just by playing around. They should be big achievements or penalties form huge fuck-ups that you survived just by the skin of your teeth. Something that'd give juice to late game.
     
    EDIT: Wow that's a long post
  16. Like
    Fortport reacted to Trebuchet Conscious in Traits that tell stories.   
    I was thinking with the new trait system coming in tied to professions and stuff, what else could be added to make traits more intuitive and play a bigger roll in the game, both in gameplay and character development. I thought gaining and losing traits, both ones you can start with or other traits that are gained just through gameplay.

    A basic example for instance would be the overweight trait. A few months of an apocalyptic diet and exercise regime would shock someone into shape for sure.

    Another example is with the panic moodle, i know the devs have implemented a system where you become acclimatised to the threat of zombies and get panicked less as time passes. How about adding it as a trait you can view in the character screen. List it as "desensitised" or something and have a tool tip when you mouse-over it list its effect and a flavour text like "The fear of the dead will never leave you, you've only learned to live with it"
     
    I like the idea of hitting C and looking at a personal history of my character's experiences, some of the traits may not even have a gamplay effect but just serve as a roleplaying tool or an accomplishment. It would add depth and story-telling to the characters and npcs.
     
    Other examples
     
    - Conditioned - Get hungry less often after months of existing on meagre supplies
     
    - Scarred Visage - Attained deep wounds to head, people are less likely to trust / intimidate people easier
     
    - Resilient (same as starting trait) - Can be gained after being ill several times and surviving.
     
    - Marked for death - Bitten by zombie
     
    - Iron-will - Was bitten but survived
     
    - Traumatised - See a friend meet a violent end - Susceptible to depression - fades over time.
     
    - Crippled - Broken limb wasn't set properly or seen to by a skilled physician - movement penalty / coordination penalty
     
    Thoughts?
     
     
  17. Like
    Fortport reacted to ape_sex in Fear of the dark   
    Would the devs be interested in adding a trait that makes the player more prone to panic at night?  This seems like somthing that a lot of real people have, and would fit well among the kinds of traits in the game so far.
  18. Like
    Fortport reacted to IronCoffins in RELEASED: Build 31   
    well as of now if you had a hammer or axe you can enter someone else's safe house. Either destroy the door or unbarricade the door / window to make entry. Hammers can be somewhat more common then the axe so i think you should only be able to enter someones base with just the axe. What i mean is for example if i was in my base and barricaded it, then the only way someone would be able to unbarricade my planks is by being on the inside of my house, since that's where i hammered them in at.
  19. Like
    Fortport got a reaction from Mr_Sunshine in Doors and windows shaking slightly, when pounded.   
    Just an idea! Sometimes I'm confused in the immediate moment I hear a thump, but this thread's mainly here because I recently noticed the "deaf" trait being discussed. It should be really subtle, so that you have to pay extra attention to notice it.

    I think a deaf person would be more observant, but that's kind of irrelevant. This is just about doors and windows budging slightly when hit by zombies. Heck, windows could even begin to crack as they lose their durability.

    Discuss?
  20. Like
    Fortport reacted to Kajin in Doors and windows shaking slightly, when pounded.   
    On the plus side, if you can get the windows to rattle from being hit you can get them to rattle during storms and heavy winds. Add to the ambiance.
  21. Like
    Fortport reacted to Rathlord in Doors and windows shaking slightly, when pounded.   
    I'm definitely all for doors and barricades visually showing their damage. In fact, I suggested that somewhere around 3 years ago.
  22. Like
    Fortport reacted to Wolfihunter_prey in RELEASED: Build 31   
    I believe that people will continue to either break your house door, or burn the entire house down using a campfire and just not give two shits about the lock system... Can they break the padlocks on the boxes and stuff?
     
    I am really excited about this update, and can't wait for NPC's or the "washing the blood or getting sick" thing either :3
  23. Like
    Fortport got a reaction from Kitt Frostpaws in Doors and windows shaking slightly, when pounded.   
    Just an idea! Sometimes I'm confused in the immediate moment I hear a thump, but this thread's mainly here because I recently noticed the "deaf" trait being discussed. It should be really subtle, so that you have to pay extra attention to notice it.

    I think a deaf person would be more observant, but that's kind of irrelevant. This is just about doors and windows budging slightly when hit by zombies. Heck, windows could even begin to crack as they lose their durability.

    Discuss?
  24. Like
    Fortport got a reaction from Some Clever Username in Doors and windows shaking slightly, when pounded.   
    Just an idea! Sometimes I'm confused in the immediate moment I hear a thump, but this thread's mainly here because I recently noticed the "deaf" trait being discussed. It should be really subtle, so that you have to pay extra attention to notice it.

    I think a deaf person would be more observant, but that's kind of irrelevant. This is just about doors and windows budging slightly when hit by zombies. Heck, windows could even begin to crack as they lose their durability.

    Discuss?
  25. Like
    Fortport got a reaction from archerj2010 in Doors and windows shaking slightly, when pounded.   
    Just an idea! Sometimes I'm confused in the immediate moment I hear a thump, but this thread's mainly here because I recently noticed the "deaf" trait being discussed. It should be really subtle, so that you have to pay extra attention to notice it.

    I think a deaf person would be more observant, but that's kind of irrelevant. This is just about doors and windows budging slightly when hit by zombies. Heck, windows could even begin to crack as they lose their durability.

    Discuss?
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